// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "PxsSimulationController.h" #ifndef SC_SIMULATION_CONTROLLER_H #define SC_SIMULATION_CONTROLLER_H namespace physx { class PxsHeapMemoryAllocator; namespace Dy { class FeatherstoneArticulation; struct ArticulationJointCore; } namespace Sc { class SimulationController : public PxsSimulationController { PX_NOCOPY(SimulationController) public: SimulationController(PxsSimulationControllerCallback* callback): PxsSimulationController(callback) { } virtual ~SimulationController(){} virtual void addJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, IG::IslandSim& /*islandSim*/, Ps::Array& /*jointIndices*/, Ps::Array& /*managerIter*/, PxU32 /*uniqueId*/){} virtual void removeJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, Ps::Array& /*jointIndices*/, IG::IslandSim& /*islandSim*/){} virtual void addShape(PxsShapeSim* /*shapeSim*/, const PxU32 /*index*/){} virtual void removeShape(const PxU32 /*index*/){} virtual void addDynamic(PxsRigidBody* /*rigidBody*/, const IG::NodeIndex& /*nodeIndex*/){} virtual void addDynamics(PxsRigidBody** /*rigidBody*/, const PxU32* /*nodeIndex*/, PxU32 /*nbBodies*/) {} virtual void addArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/){} virtual void releaseArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {} virtual void releaseDeferredArticulationIds(){} virtual void updateDynamic(const bool /*isArticulationLink*/, const IG::NodeIndex& /*nodeIndex*/) {} virtual void updateJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/){} virtual void updateBodies(PxsRigidBody** /*rigidBodies*/, PxU32* /*nodeIndices*/, const PxU32 /*nbBodies*/) {} virtual void updateBody(PxsRigidBody* /*rigidBody*/, const PxU32 /*nodeIndex*/) {} virtual void updateBodiesAndShapes(PxBaseTask* /*continuation*/){} virtual void update(const PxU32 /*bitMapWordCounts*/){} virtual void gpuDmabackData(PxsTransformCache& /*cache*/, Bp::BoundsArray& /*boundArray*/, Cm::BitMapPinned& /*changedAABBMgrHandles*/){} virtual void udpateScBodyAndShapeSim(PxsTransformCache& cache, Bp::BoundsArray& boundArray, PxBaseTask* continuation); virtual void updateArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {} virtual void updateArticulationJoint(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {} virtual PxU32* getActiveBodies() { return NULL; } virtual PxU32* getDeactiveBodies() { return NULL; } virtual void** getRigidBodies() { return NULL; } virtual PxU32 getNbBodies() { return 0; } virtual PxU32 getNbFrozenShapes() { return 0; } virtual PxU32 getNbUnfrozenShapes() { return 0; } virtual PxU32* getUnfrozenShapes() { return NULL; } virtual PxU32* getFrozenShapes() { return NULL; } virtual PxsShapeSim** getShapeSims() { return NULL; } virtual PxU32 getNbShapes() { return 0; } virtual void clear() { } virtual void setBounds(Bp::BoundsArray* /*boundArray*/){} virtual void reserve(const PxU32 /*nbBodies*/) {} virtual PxU32 getArticulationRemapIndex(const PxU32 /*nodeIndex*/) { return PX_INVALID_U32;} }; } } #endif